I'm planning to run a Counterattack at Mokvre multiplayer scenario in new year.
Some of the rules don't support really historical gaming so require a bit of houseruling unlike say Battlegroup Kursk or Force on Force.
1. All artillery in FOW is on table which means that they're also all defacto ATGs. They removed Across The Volga rules from 3rd edition.
I am using off table for my artillery in the scenario. In other scenarios I would allow counterbattery on a 5+)
2. Air support is too effective (especially for more open Eastern Front) and in many ways quite unbalancing.
I'm not allowing it in this scenario. In other scenarios I would limit it and quite possibly modify ranging in rules to make it harder (maybe use old V2 rules).
3. Dense terrain favours attacker too much especially if they're packing a lot of tanks – remember there's no opportunity fire in FOW.
It means units can jump from terrain piece to terrain piece (especially LOS blocking buildings).
It means modifing some of the basic terrain rules. E.g. cross country becomes Slow Going as opposed to normal to encourage usage of roads.
It also means setting up terrain is quite a balancing act and a lot of consideration has to be given to coverage including line of sight.
4. There is no opportunity/overwatch fire. As stated above that impacts on terrain density and lay out.
The Ambush rules aren't really opportunity/overwatch fire.
This can be problematic when historical circumstances dictate terrain or one side is lacking in mobile redeployable assets and are stuck to stationary assets that can be avoided by terrain hopping.
Not much I can do here. Changing the core rules could be too unbalancing. It works in other rule sets because there's opportunity cost (e.g. using an Order in Battlegroup to put units on overwatch) or it requires a skill test ala Force on Force.
5. Tanks can be unbalancing in FOW. The system gives a lot of advantages to tanks e.g. a tank hull MG has same ROF as a rifle squad with an MG42. There are no restrictions on MG firepower and movement. A tank can fire main gun and MGs (albeit at reduced ROF) at same time.
As mentioned tanks aren't hampered by lack of roads and rules need to be modded to limit their mobility to more "realistic" levels.
It makes attacking with infantry a difficult proposition even if they have their own tanks.
Again not sure how to limit this. Scenario I'm planning is tank heavy so not much of a problem here.
In most games I've played , assaulting infantry is effectively a mopping up tool unless it's massive Russian company sized blobs. A unit of Panzergrenadiers or British Rifles makes for very poor offensive capability
6. Limits of IGO-UGO system that lacks any "interruption" mechanism.
Such is life here.